Unit composition is tricky, if your army suddenly is out of ways to attack the opponent, it is completely crushed, but balancing your armies leads to tough long battles with high casualties.

Airfields, radars etc. are automatic.

Building 1 MP point worth of unit costs 2 PP

Newly created nations can instantly spawn an army.

Basic Combat Rules:

1- Transport is automatic, there is no transport units, but there is a penalty for invaders.2- Strongest units face each other first (After adding bonuses) unless there are specific traits.3- If the remaining units left on both sides cannot attack each other the battle ends.4- Defenders can put all units (except ships) into a battle for their last home region.5- Units always face other units of the same type first. (etc. aircraft vs. aircraft)6- Units always uses primary weapon type unless secondary is forced by rule.7- All bonuses and weaknesses are stacked before a strength number is calculated.8- If a unit can be targeted by a strong enemy it cannot target but can target a weaker enemy it goes through a 50% check before engaging the weaker unit, it it fails the check, it is destroyed.9- If a unit can be targeted but cannot target any enemies it is instantly destroyed.10- To seize control of a region you must have ground units left.

How to start a battle:

1- Decide or agree on the battlefield2- Decide or agree on the belligerents3- Agree on the strategies4- Belligerents pm gamemaster with units5- Battle begins

#- Air Superiority Squadron#Fast and furious fighters armed with multipurpose homing missiles and machine guns, best used in large numbers for gaining control of the skies.Strength: 8 | Type: Missiles/Bullets | Cost: 2Uses Bullets versus Infantry+50% damage against Aircraft

#- Bomber Squadron#Slow lumbering bombers that can unleash death upon anything below, but can be massacred by fighters if they are not properly supported.Strength: 8 | Type: Shells/Bullets | Cost: 2Uses Bullets versus Aircraft+50% damage against Vehicles+50% damage against Ships+50% damage against BuildingsTakes +100% damage from Aircraft

###Vehicle

#- Heavy Vehicles#Heavily armored tank using its main cannon to take out other vehicles with relative ease, has a top mounted machine gun for assaulting infantry.Strength: 10 | Type: Shells/Bullets | Cost: 2Cannot target AircraftUses Bullets against Infantry+50% damage against VehiclesTakes -50% damage from Bullet type weapons

#- Heavy Cruiser#Slow but enourmous ship with massive turrets and a very large range to go with them. Has gatling cannons for aircraft threats.Strength: 20 | Type: Shells/Bullets | Cost: 4Uses Bullets versus aircraftCannot be targeted by Bullet type weapons+50% damage against ShipsTakes +50% damage from AircraftCan target Heavy Cannons in home region land

#- Aircraft Carrier#Biggest buildable unit, fully equipped with everything needed to be a mobile airfield. Also has a few turrets and gatling cannons.Strength: 16 | Type: Shells/Bullets | Cost: 4Uses Bullets versus aircraftCannot be targeted by Bullet type weaponsEnables aircraft when invading home region land and home region coast without being neighbourTakes +50% damage from Aircraft

#- Missile Cruiser#Comes with missile launchers and large deck silos filled to the brim with all kinds of missiles, mostly anti-air.Strength: 8 | Type: Missiles | Cost: 3Cannot be targeted by Bullet type weapons+100% damage against Aircraft+50% damage against BuildingsCan target Heavy Cannons in home region landForces aircraft to attack it before ships with more strength points (except destroyer)

#- Open SeaOnly ships and aircraft can be used.Can only use aircraft when deploying an aircraft carrier

#- LandOnly land units and aircraft can be used.Only if neither of the belligerents own the land.

#- High AltitudeOnly aircraft can be used.

#- Home Region LandlockedOnly land units and aircraft can be used by invader.Defender can use buildings.-20% Fighting strength to invading land units.Invader can only use aircraft if he is neighbour.

#- Home Region LandOnly land units, aircraft, missile cruiser and cruiser can be used by invader.Defender can use buildings.-10% Fighting strength to invading land units.Invader can only use aircraft if he has an aircraft carrier or is neighbour.

#- Home Region CoastOnly aircraft, heavy cannons and ships can be usedInvader can only use aircraft if he has an aircraft carrier or is neighbour.

###Strategies

#- Open WarNo traits

#- BlitzkriegOnly useable by invader in home region land and home region landlocked+20% strength to invaders VehiclesAttacking force must be more than 50% Vehicles-10% strength to all other invading units

#- GuerillaOnly useable by defender in home region land and home region landlocked+20% strength to defending infantry-10% strength to all non-infantry

#####Weapon Types

MissilesShellsBullets

#####If it is not mentioned to be forbidden/not included in allowed, it goes.

Note:

There are now two states for your unit. The first is the one you start out with all of your military in, undeployed. When not deployed, the units will not cost maintenance. However, it will not be available to fight in a war unless deployed (or if you are fighting in your home region). The second, the deployed state, will enable the units to enter into combat outside of your home region, but it will cost maintenance to keep them deployed. Deploying a unit is a 1 PP project per unit, so deploying 8 units would cost 8 PP and take 8 hours (no simultaneous deployment here). Once deployed, they can be used in battle, and will cost as described below.

There is now a deployed unit maintenance cost. This means that each unit deployed for service cost double their MP cost in megakerbits to maintain per week. So, 1 carrier (4 MP) would cost 8 megakerbits (4*2) per week to maintain if you kept it deployed constantly.